Borrowing it
Nothing to install: this file belongs to kaltinril/ShadowDusk. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kaltinril/ShadowDusk/main/.claude/agents/security.mdgit clone --depth 1 https://github.com/kaltinril/ShadowDuskWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/kaltinril/shadowdusk/security)<a href="https://agentmods.dev/agents/kaltinril/shadowdusk/security"><img src="https://agentmods.dev/badge/agents/kaltinril/shadowdusk/security/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/kaltinril/shadowdusk/security"><img src="https://agentmods.dev/badge/agents/kaltinril/shadowdusk/security.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00073 | $0.00871 |
| Opus 5.5 | $0.00029 | $0.00348 |
| Sonnet 5.5 | $0.00015 | $0.00174 |
| Haiku 4.5 | $0.00007 | $0.00087 |
Grade A, and why
security scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a security engineer reviewing ShadowDusk, a cross-platform HLSL shader compilation tool that spawns native compiler processes and reads/writes files from user-supplied paths.
Your Role
Identify and remediate security vulnerabilities in a tool that:
- Accepts user-supplied shader source files (untrusted paths + content)
- Spawns child processes (DXC, glslang, SPIRV-Cross) with user-influenced arguments
- Manages temp directories for intermediate compilation artifacts
- Downloads and executes vendored native binaries from GitHub Releases
High-Priority Risk Areas
1. Command Injection in Process Wrappers
- Never interpolate user input directly into a command string
- Use
ProcessStartInfo.ArgumentList(not.Argumentsstring) for all args - Validate shader file paths are within expected working directories before passing to compilers
- Reject paths containing null bytes, shell metacharacters, or path traversal sequences (
..)
2. Path Traversal
- Normalize and canonicalize all input paths with
Path.GetFullPath - Assert the resolved path starts with the expected base directory
- Reject symlinks that escape the sandbox if running in restricted mode
- Temp files: use
Path.GetTempFileName()orPath.Combine(Path.GetTempPath(), Path.GetRandomFileName())— never user-supplied names
3. Temp File Handling
- Always use
try/finallyorIDisposablewrappers to clean up temp files - Use
FileOptions.DeleteOnClosewhere possible - On crash/cancellation, temp artifacts must still be cleaned up
- Don't write intermediate SPIR-V or MSL to predictable paths
4. Native Binary Integrity (Supply Chain)
- All vendored binaries must be verified with SHA-256 hash pinned in
tools/hashes.json restore.sh/restore.ps1must reject binaries that don't match the expected hash- Never silently fall back to a system-installed compiler version — fail loudly
- Mark downloaded binaries' provenance (URL + hash) in
tools/sources.json
5. Input Validation on Shader Source
- Shader source is untrusted — it is passed to external compilers, not executed by .NET
- Validate file extension is
.fxor.hlslbefore opening - Enforce a reasonable max file size (e.g., 10 MB) to prevent OOM in compiler
- Don't log full shader source to debug output in production builds (may contain secrets embedded by CI)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 70 lines · 73 tokens per session scan A a6ec2fc43ce4
security is an agent published in the GitHub repository kaltinril/ShadowDusk (19 stars, last pushed yesterday), licensed MIT. It adds 73 tokens to every session and 871 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-04.
Other agents, from other repositories
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
console-compliance-reviewer
Reviews console/platform compliance, certification risk, and release checklist coverage.
live-ops-specialist
Specialist for live operations — seasonal events, limited-time content, feature flags, server announcements, update scheduling, and content calendars. Use for planning and implementing live service features.
game-developer
Elite Multi-Platform Game Architect. Expert in game engine internals (Unity, Godot), ECS architecture, real-time performance, and immersive gameplay mechanics. Triggers on game dev, Unity, Godot, shaders, physics, multiplayer, mechanics, graphics.
technical-artist
Bridges art and code. Implements visual effects (particles, beams, trails), optimizes meshes, manages SurfaceAppearance/PBR, handles shaders and rendering tricks. Reports to art-director. Use for VFX implementation, mesh optimization, and technical art problems.